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RE: Warhammer 40k DW:U Mod
Posted: Tue Sep 30, 2014 5:22 pm
by mensrea
I do know that they are triggered by exploring certain sites, though I thought those sites were pre-generated or were triggered by discoveries on planets. It sounds like something may have changed and random ships are just appearing, but who knows. I really need info on the developer regarding this so I think I will make a request for information post.
What version was this game started on?
RE: Warhammer 40k DW:U Mod
Posted: Wed Oct 01, 2014 12:56 am
by mensrea
I have now tested adding researchable viruses. I followed both the manual and the examples in "The Ancient Galaxy" theme. It just doesn't work, which is unfortunate, as I think viral weaponry is a pretty neat addition to the game. There was also a wonder that was able(?) to spawn giant kaltors, but that doesn't do anything as well, regardless of settings. There is one thing left that I would like to try which involves spawning a new empire upon building a wonder. At this rate I doubt it will work.
RE: Warhammer 40k DW:U Mod
Posted: Wed Oct 01, 2014 6:05 pm
by Capshades
1.9.5.7, v.11 of the mod

RE: Warhammer 40k DW:U Mod
Posted: Wed Oct 01, 2014 10:57 pm
by mensrea
The funny thing is that the Great Crusade did last 200 years, so the game inadvertently got that right. Now if only they had taken half of your forces and planets and turned them against you...
Perhaps in the upcoming DW2 we will see some more modding options that make things like that possible.
RE: Warhammer 40k DW:U Mod
Posted: Thu Oct 02, 2014 7:48 pm
by Capshades
What's the trigger that causes colonies to leave your empire when you change government types? Might be able to use something like that. Of course, I don't know how to get them to all join the heresy faction
RE: Warhammer 40k DW:U Mod
Posted: Thu Oct 02, 2014 10:37 pm
by mensrea
There is a way to dictate how much disruption government changes can cause, but there is no way to make it so that happens when the "Shakturi" appear.
I have completely reworked the opening post and added descriptions for the government types. All info is now up to date.
RE: Warhammer 40k DW:U Mod
Posted: Sat Oct 04, 2014 7:37 pm
by mensrea
Well, I was wrong. It works!

RE: Warhammer 40k DW:U Mod
Posted: Sun Oct 05, 2014 12:39 am
by Capshades
LOL
RE: Warhammer 40k DW:U Mod
Posted: Sun Oct 05, 2014 12:40 am
by Capshades
Wait, did you find how to make the shakturi appear at a certain time, or cause colonies to join the heresy?
EDIT: Nevermind, just saw the population. So is it triggered with the giant kaltors or...?
RE: Warhammer 40k DW:U Mod
Posted: Sun Oct 05, 2014 1:39 pm
by mensrea
If you look in the bottom left corner you can see a red tile. After you research the virus and build the bio-weapon wonder pressing that lets you deploy a virus, via about a dozen Giant Kaltors, at any enemy colony. I'm not sure if I have the virus quite right yet but watching 12 Giant Kaltors rip everything apart is highly amusing.
The virus I have designed is only really supposed to work on Imperials, so I let the AI capture one of my planets so I could test it. Sadly, despite there being Imperials on the planet the virus died out very quickly. That is what its supposed to do if it comes into contact with anyone but Imperials, but for Imperials it should be incredibly deadly and contagious.
I can add three more viruses, I think, and so three more bio-weapon centers as well. At the least those things give you an un-ending supply of Giant Kaltors you can dump on your enemies planets, though I think it does make the entire universe instantly hate you. I want to add an anti-Ork virus next. Tyranids, the Damned and the Eldar are all immune to disease though, so does anyone have any ideas for the remainder of the viruses?
You can also add research that lets you improve (or tone down) a virus. I was thinking maybe add an anti-everything virus. That way if a player is losing they could leave the galaxy with one final grand gesture of pestilence.
RE: Warhammer 40k DW:U Mod
Posted: Sun Oct 05, 2014 9:48 pm
by Japhet
I reworked the Stryxis ui and gave them another ship set. I also finished the Q'orl set. They are insect aliens, mentioned in the xenology novel. Just in case you want another minor race.
RE: Warhammer 40k DW:U Mod
Posted: Tue Oct 07, 2014 6:09 pm
by Japhet
I was quite sucessfull with new troop images for Space Marines (Ultramarines), Imperial Guard, Necrons, Tyranids, Tau and even Eldar Exodites. They are side-view though, but they look great and mix quite well with vanilla troops.
RE: Warhammer 40k DW:U Mod
Posted: Wed Oct 08, 2014 11:39 pm
by Cyrtis
Am I missing something? I mean how am I supposed to build anything but colony ships without a construction yard? I'm referring to the Tyranids, and some other races, who cannot research orbital assembly stuff.
RE: Warhammer 40k DW:U Mod
Posted: Thu Oct 09, 2014 8:10 am
by Bloodly
I'd be more concerned given the Tyranids don't get a colony module at all. I guess the intent is to always have them be played as 'pirates' rather than 'empire'? But 'Pirate' start gives them...nothing. Not even a start base.
RE: Warhammer 40k DW:U Mod
Posted: Thu Oct 09, 2014 4:12 pm
by mensrea
The Tyranids were supposed to have a special tech line for construction tech but I'm not sure what happened. I think it may have been a "replace all" mistake, or more likely an error when I was alphabetizing race lists. I checked last night and they do have a construction component though, despite not having access to it in the tech tree, which is probably what threw me off during testing because it makes no sense why that would happen. I will release a fix for that soon. Start a normal game with the Tyranids rather than a pirate game and let me know if there is still a construction component in their ship design. There was for me but who knows, it could be different for others.
They do have access to deep space survival, though, a tech line which has a special colony module. Look for "Deep Space Survival Module".
Work has been slow and painful lately. I am finished with military tech pathing and moving on to the rest. This tech pathing stuff is by far the most excruciatingly boring stuff I have done to date, and I really don't know how icemania didn't lose his mind doing this in his mod.
EDIT: Cyrtis, you mentioned other races. Which ones?
RE: Warhammer 40k DW:U Mod
Posted: Thu Oct 09, 2014 6:38 pm
by joproulx99
This tech pathing stuff is by far the most excruciatingly boring stuff I have done to date, and I really don't know how icemania didn't lose his mind doing this in his mod.
Idk how you do it but here is something i did in a mod of mine, I've put each project's ID with their names, this might look like some work but i think that in less then 30 min its done and it does end up saving me so much time as i only need to look ingame at the tech tree to work my path as i see every project ID from there.Just remove them when the mod is finish for good...
Meanwhile it doesnt prevent palyers playing the mod at all, i mean who cares if you see 121 ''project name'' vs ''project name'' alone.

RE: Warhammer 40k DW:U Mod
Posted: Fri Oct 10, 2014 1:24 am
by Cyrtis
Mensrea- I misspoke. There aren't any other races besides tyranids with this problem that I know of. Also, I tried to start a normal Tyranids game, and there was no construction module that I could find.
Cheers!
RE: Warhammer 40k DW:U Mod
Posted: Fri Oct 10, 2014 5:06 pm
by Japhet
There is a thread about immigration based on reputation and somebody came up with this:
If you don't want them, change your passenger ships to a custom design with just one standard passenger bay and make it very slow with reduced engines, maybe also give it just one fuel tank so it's always out of fuel, and finally give it the slowest warp drive you have. Hmm, I also realized you could give it just one fission reactor so it has no energy, no shield or armor, just the smallest and most tech obsolete design you can have, Then every time one builds, give it away to a pirate gang or another empire
This got me thinking: If there is no way to mod immigration directly (besides between your own colonies), then what about tinkering with the components and passenger ships design templates? At least for races like Tyranids or Necrons. Would such a solution work?
RE: Warhammer 40k DW:U Mod
Posted: Sat Oct 11, 2014 6:32 am
by Bloodly
An oddity in starts(Tyranid):
Warrior's Legacy starts researched in Shadows, but not in Classic.
Star Fighters starts researched in Shadows, not Classic.
RE: Warhammer 40k DW:U Mod
Posted: Sat Oct 11, 2014 12:23 pm
by Cyrtis
Well, I modded the research folder to allow Tyranids the same construction tech as eldar et all. And, well, they are BEASTS! Literally and figuratively. I had no trouble DOMINATING the galaxy. I love the regenerative hulls and uber expansion capability. I also REALLY like the thematic boon/nerf to construction speed based on planet type. I haven't finished an entire game with them yet, but an hour in, and I am already the dominant superpower.